Soldato
- Joined
- 2 Dec 2006
- Posts
- 8,204
Very much a work in progress as I am currently re-downloading and finding mods and scripts I used to run and the game itself. All are welcome to help me flesh this out.
This will need much formatting and you may well wish to just skip to the list of mods. I have added in explanations for those wanting to know more.
Contents
1. Introduction
2. Should I mod my game?
3.] Which mods/scripts to download and what is XRM?
3.a] Playing with XRM
3.b] Playing without XRM
1.-Introduction
Hey, with X3: TC and AP coming on sale it's a fair bet that a lot of new players are going to pick it up who have very little knowledge about the series. Now I won't profess to know everything about these games and there are going to be many people no this forum who know it better. I do however know what it is like to jump into this game and I have spent a long time trolling through the egosoft forums looking for new ways to improve the game.
2. - Should I mod my game?
Yes. This game is old and it wasn't built very efficiently. If you've played a bethseda game you know what it is like to play a great game that is made 100x better by the modding community. Well this game is that and more.
It is important to note that there are a handful of mods that require a fresh start to the game and thus you should not consider playing part of the game through first. This game can take 200 hours of your life away and you do not want to just restart that.
I could go into great detail as to why all these mods greatly improve your game play but you wouldn't really appreciate it because you haven't played the game to realise just how much better it could be. I'll give you a few quick examples quick example of a minor script you should add:
Crashing into a jump gate (to get between sectors) will net you a relationship hit with the owning factor or a hotkey that allows you to turn off accidentally shooting at the station you're trying to doc with. Or more importantly, the fact the whole terran economy is guaranteed to collapse in every single play through unless modded to prevent this along with quite likely the rest of the world eventually. You wouldn't know these were a problem until you played the game. Of course I am going to list far more juicy mods and scripts to add to spice your game up than simple fixes.
Through a combination of mods and scripts you will bring your game to life and add new features you couldn't bare to live without such as simple scripts to control your trade ships automatically so you don't spend hours micromanaging them or scripts that fix the turret systems on your 30 gun capital ship so that it prioritises sensible targets and lays waste to your enemies. Of course, any upgrade you get your enemies get as well
.
3. - Which mods/scripts to download and what is XRM
ALL MODS/SCRIPTS WILL BE LISTED UNDER THE ASSUMPTION YOU HAVE TC AND AP INSTALLED
I'm currently in the process of going through these my self and will likely be adding more as I find them. I'm not going to go into detail how to install them all because there are a multitude of guides that I could not possibly write better.
What is XRM?
XRM stands for "X3 Rebalance Mod". It is a total conversion of the game and vastly improves it in all aspects. You can find a full list of details here .
What you should know about it is that it will make your life harder going through the game if you have never played it before. It is extremely difficult to get into this game without any help from the wiki sites. So much so that I had them open next to me on my laptop when ever I played the game. The changes to the game mean that the information in these wikis cannot be relied upon and you must work things out for your self. This is fine for anyone who has sunk some time into the games but it might come as a shock.
XRM is a complete overhaul of the game and as such is not compatible with a multitude of mods that I would suggest you use if you chose not to use XRM and hence I will provide two lists. I am however going to be playing a XRM game my self and so I am going on memory and using intuition to work out what will work together for the non-XRM list. The majority of mods that I will suggest have all likely been incorporated one way or another into XRM but to a lesser extent as to not completely overhaul the game. For example, I will fully suggest a mod that will freeze the terran economy at the start of the game to prevent its collapse due to an "intelligent AI" in the game that actively removes and destroys factories in the game.
A list of many mods and scripts can be found here but it does not contain all of them and is extremely lengthy to troll through your self:
http://forum.egosoft.com/viewtopic.php?t=216690
It should be noted that I have no reason to believe these will conflict as I have ran the majority of them together previously but I am currently in the process of downloading everything my self and with my exams coming up do not fully have time to test these. You should cause no harm to your game provided you install and uninstall things correctly but ultimately moding your game is always at your own risk.
--------------------------------------------------------
Important Note
Not all mods/scripts are compatible with AP. I am currently in the process of trying to weed out which ones are and while it is safe to assume that the vast majority still are, you must watch out for mods/scripts that specifically state they are only compatible with TC.
Secondly, you will notice I frequently interchange between the word scripts and mods. That is because you will be installing both and they are different. Scripts are almost completely harmless and very rarely conflict with anything. If you have two scripts that affect the same thing they will simply override each other depending on the order in which the plugin manager has them loaded. This may cause errors in your game or it may not, regardless they should be harmless and easily fixed. Mods contain extra files to go along with these scripts and are more likely to conflict.
-----------------------------------------------------
3.a - Playing with XRM
If you have chosen this path you have, in my opinion, chosen the stronger game and you will hopefully get more enjoyment out of it. I also expect this list to be more stable because the majority of the most important mods are already incorporated into XRM and/or written by people who have worked with the XRM dev team. As a result, you will notice that the vast majority of these already come recommended on the XRM page and you are free to read through it your self and pick and choose.
I haven't 100% checked but I believe that the only mod that requires a fresh start here is XRM and thus others can be added when you like. If you are unsure it is not hard for you to check your self.
1. X3PA Bonus Package 5.1.00
Some of the most useful tools. So much so that egosoft them selves suggest playing their games with them and I would strongly recommend you do.
2.XRM
I recommend taking all the addons bar the No argon/terran war pack as I have not played AP yet so I am unsure of what this will really affect.
3.Freight Distribution Network Lite
4. STO 1.57 - overtake sectors
5. Logain Industries Capital Ship Energy Cell Generator (CSecG)
6. Tatakau's Marine Repairs
7. Salvage Commands & NPCs
You will see thate you require other scripts to install these and that others are recommended. I fully suggest them.
------
Here are a list of mods that I recommend from this page: http://www.hentschke-keramik.de/x3scripts_tc.php3
8. Align ship with ecliptic
9. Auto Aim
10. Auto Jump, terran jump
11. Hitting jumpgates causes no notoriety loss
12. Landing Booster
13. Mars Fire Control This has special install instructions for XRM as it is already integrated into the files and so you actually have to do less work to install it.
14. Missile Display
15. Missile safety
16. NICE Interface Enhancement
17. Numerical Race ranks
18. Set the course!
19.Safe undocking / jumping, very important!
20. Turret On/Off Hotkey
End of list from this website
-------------------------------------------------
21.Station friendly fire hotkey
Many more to be added but I have a head ache and these will get you going for now.
3.b - Playing without XRM
I will continue on this when I can. It takes a lot of work to research all these and I want to make sure I choose the right "big mod" to go with the little ones. This will be a mod that drastically changes the AI in the game to make it smarter and there are several options and only 1 can be picked.
If you have chosen this list you are likely new to the game and this is also how I learnt the game. It will consist of a series of mods and scripts which will drastically enhance the game but try and keep it as close to the wikis and help pages out there. You will find that some ships will be modified and some sectors may have been added or changed but you should not struggle to find your way around.
This will need much formatting and you may well wish to just skip to the list of mods. I have added in explanations for those wanting to know more.
Contents
1. Introduction
2. Should I mod my game?
3.] Which mods/scripts to download and what is XRM?
3.a] Playing with XRM
3.b] Playing without XRM
1.-Introduction
Hey, with X3: TC and AP coming on sale it's a fair bet that a lot of new players are going to pick it up who have very little knowledge about the series. Now I won't profess to know everything about these games and there are going to be many people no this forum who know it better. I do however know what it is like to jump into this game and I have spent a long time trolling through the egosoft forums looking for new ways to improve the game.
2. - Should I mod my game?
Yes. This game is old and it wasn't built very efficiently. If you've played a bethseda game you know what it is like to play a great game that is made 100x better by the modding community. Well this game is that and more.
It is important to note that there are a handful of mods that require a fresh start to the game and thus you should not consider playing part of the game through first. This game can take 200 hours of your life away and you do not want to just restart that.
I could go into great detail as to why all these mods greatly improve your game play but you wouldn't really appreciate it because you haven't played the game to realise just how much better it could be. I'll give you a few quick examples quick example of a minor script you should add:
Crashing into a jump gate (to get between sectors) will net you a relationship hit with the owning factor or a hotkey that allows you to turn off accidentally shooting at the station you're trying to doc with. Or more importantly, the fact the whole terran economy is guaranteed to collapse in every single play through unless modded to prevent this along with quite likely the rest of the world eventually. You wouldn't know these were a problem until you played the game. Of course I am going to list far more juicy mods and scripts to add to spice your game up than simple fixes.
Through a combination of mods and scripts you will bring your game to life and add new features you couldn't bare to live without such as simple scripts to control your trade ships automatically so you don't spend hours micromanaging them or scripts that fix the turret systems on your 30 gun capital ship so that it prioritises sensible targets and lays waste to your enemies. Of course, any upgrade you get your enemies get as well
. 3. - Which mods/scripts to download and what is XRM
ALL MODS/SCRIPTS WILL BE LISTED UNDER THE ASSUMPTION YOU HAVE TC AND AP INSTALLED
I'm currently in the process of going through these my self and will likely be adding more as I find them. I'm not going to go into detail how to install them all because there are a multitude of guides that I could not possibly write better.
What is XRM?
XRM stands for "X3 Rebalance Mod". It is a total conversion of the game and vastly improves it in all aspects. You can find a full list of details here .
What you should know about it is that it will make your life harder going through the game if you have never played it before. It is extremely difficult to get into this game without any help from the wiki sites. So much so that I had them open next to me on my laptop when ever I played the game. The changes to the game mean that the information in these wikis cannot be relied upon and you must work things out for your self. This is fine for anyone who has sunk some time into the games but it might come as a shock.
XRM is a complete overhaul of the game and as such is not compatible with a multitude of mods that I would suggest you use if you chose not to use XRM and hence I will provide two lists. I am however going to be playing a XRM game my self and so I am going on memory and using intuition to work out what will work together for the non-XRM list. The majority of mods that I will suggest have all likely been incorporated one way or another into XRM but to a lesser extent as to not completely overhaul the game. For example, I will fully suggest a mod that will freeze the terran economy at the start of the game to prevent its collapse due to an "intelligent AI" in the game that actively removes and destroys factories in the game.
A list of many mods and scripts can be found here but it does not contain all of them and is extremely lengthy to troll through your self:
http://forum.egosoft.com/viewtopic.php?t=216690
It should be noted that I have no reason to believe these will conflict as I have ran the majority of them together previously but I am currently in the process of downloading everything my self and with my exams coming up do not fully have time to test these. You should cause no harm to your game provided you install and uninstall things correctly but ultimately moding your game is always at your own risk.
--------------------------------------------------------
Important Note
Not all mods/scripts are compatible with AP. I am currently in the process of trying to weed out which ones are and while it is safe to assume that the vast majority still are, you must watch out for mods/scripts that specifically state they are only compatible with TC.
Secondly, you will notice I frequently interchange between the word scripts and mods. That is because you will be installing both and they are different. Scripts are almost completely harmless and very rarely conflict with anything. If you have two scripts that affect the same thing they will simply override each other depending on the order in which the plugin manager has them loaded. This may cause errors in your game or it may not, regardless they should be harmless and easily fixed. Mods contain extra files to go along with these scripts and are more likely to conflict.
-----------------------------------------------------
3.a - Playing with XRM
If you have chosen this path you have, in my opinion, chosen the stronger game and you will hopefully get more enjoyment out of it. I also expect this list to be more stable because the majority of the most important mods are already incorporated into XRM and/or written by people who have worked with the XRM dev team. As a result, you will notice that the vast majority of these already come recommended on the XRM page and you are free to read through it your self and pick and choose.
I haven't 100% checked but I believe that the only mod that requires a fresh start here is XRM and thus others can be added when you like. If you are unsure it is not hard for you to check your self.
1. X3PA Bonus Package 5.1.00
Some of the most useful tools. So much so that egosoft them selves suggest playing their games with them and I would strongly recommend you do.
2.XRM
I recommend taking all the addons bar the No argon/terran war pack as I have not played AP yet so I am unsure of what this will really affect.
3.Freight Distribution Network Lite
4. STO 1.57 - overtake sectors
5. Logain Industries Capital Ship Energy Cell Generator (CSecG)
6. Tatakau's Marine Repairs
7. Salvage Commands & NPCs
You will see thate you require other scripts to install these and that others are recommended. I fully suggest them.
------
Here are a list of mods that I recommend from this page: http://www.hentschke-keramik.de/x3scripts_tc.php3
8. Align ship with ecliptic
9. Auto Aim
10. Auto Jump, terran jump
11. Hitting jumpgates causes no notoriety loss
12. Landing Booster
13. Mars Fire Control This has special install instructions for XRM as it is already integrated into the files and so you actually have to do less work to install it.
14. Missile Display
15. Missile safety
16. NICE Interface Enhancement
17. Numerical Race ranks
18. Set the course!
19.Safe undocking / jumping, very important!
20. Turret On/Off Hotkey
End of list from this website
-------------------------------------------------
21.Station friendly fire hotkey
Many more to be added but I have a head ache and these will get you going for now.
3.b - Playing without XRM
I will continue on this when I can. It takes a lot of work to research all these and I want to make sure I choose the right "big mod" to go with the little ones. This will be a mod that drastically changes the AI in the game to make it smarter and there are several options and only 1 can be picked.
If you have chosen this list you are likely new to the game and this is also how I learnt the game. It will consist of a series of mods and scripts which will drastically enhance the game but try and keep it as close to the wikis and help pages out there. You will find that some ships will be modified and some sectors may have been added or changed but you should not struggle to find your way around.
Last edited:
